An open-world shooter set in a fictional Himalayan country with a charismatic villain.
Gcreator of Game Maker's Toolkit test10 Game Design Lessons from 10 Years of GMTK
Gcreator of Game Maker's Toolkit testThe Power of Invisible ChoicesFar Cry 4 plays like a blockbuster rollercoaster because ammo is plentiful and you can track enemies and wipe them off the map, unlike Far Cry 2, which shares its setting but feels harrowing. It also hides a secret ending that unlocks if you simply wait for Pagan Min. Lesson: mechanics, not setting, shape feel, and hidden options reward curious players. The sources give no numbers.
Similar setting and villain, different mechanics, different experience
From Far Cry 4 vs Far Cry 2 design comparison
Far Cry 4's plentiful ammo and enemy tracking make it a blockbuster rollercoaster. Players have loads of ammo, can track enemies and can wipe them permanently off the map. That is why it feels like an action rollercoaster, not because of its Himalayan setting or charismatic villain.
Far Cry 2 has a similar setting and villain archetype but plays as a harrowing holiday: weapons jam, the jeep breaks down, malaria strikes and death sends you back to the last save station. The takeaway: "a game's experience is not driven by the plot, or by the graphics, or by the setting - but by the game mechanics."
Far Cry 4 hides a secret ending for players who simply wait. If you wait for Pagan Min's return as he asks, instead of acting, the game gives you a secret ending.
It is cited as an example of an invisible choice. An unlisted option that players discover themselves makes them feel smart and the world feel organic. A visible menu would have to list it and spoil the surprise.
Feels like a blockbuster action rollercoaster because ammo is plentiful and you can track enemies and wipe them permanently off the map. Its setting matches Far Cry 2, but the mechanics create a very different experience.
Far Cry 4's plentiful ammo and enemy tracking make it a blockbuster rollercoaster. Players have loads of ammo, can track enemies and can wipe them permanently off the map. That is why it feels like an action rollercoaster, not because of its Himalayan setting or charismatic villain.
Far Cry 2 has a similar setting and villain archetype but plays as a harrowing holiday: weapons jam, the jeep breaks down, malaria strikes and death sends you back to the last save station. The takeaway: "a game's experience is not driven by the plot, or by the graphics, or by the setting - but by the game mechanics."
It gives a secret ending if you simply wait for Pagan Min's return as he asks.
Far Cry 4 hides a secret ending for players who simply wait. If you wait for Pagan Min's return as he asks, instead of acting, the game gives you a secret ending.
It is cited as an example of an invisible choice. An unlisted option that players discover themselves makes them feel smart and the world feel organic. A visible menu would have to list it and spoil the surprise.
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